335 lines
14 KiB
Text
335 lines
14 KiB
Text
/* $Id$ */
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THE BATTLE FOR WESNOTH MANUAL
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If you are new to Battle for Wesnoth you might want to read the
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GettingStarted (http://www.wesnoth.org/wiki/GettingStarted) guide first.
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CONTROLS
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F1 The Battle for Wesnoth Help
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Arrow keys Scroll
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Left click Select unit, move unit
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Right click Main menu, cancel action
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Middle click Center on pointer location
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Escape Exit game, exit menu, cancel message
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ctrl-r Recruit unit
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ctrl-alt-r Repeat last recruit
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alt-r Recall unit
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u Undo last move (only deterministic moves can be undone)
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r Redo move
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m Message another player (in multiplayer)
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M Message your allies (in multiplayer)
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alt-m Message everyone in the game (in multiplayer)
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n Cycle through units that have movement left
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N Cycle through units that have movement left, in reverse order
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space End unit turn and cycle to next unit that has movement left
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ctrl-space End this player's turn
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shift-space Hold unit position; skip this unit when cycling through units
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ctrl-v Show enemy moves (where the enemy can move next turn)
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ctrl-b Show potential enemy moves, if your units were not on the map
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ctrl-f Toggle full screen/windowed mode
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ctrl-a Toggle accelerated game mode
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ctrl-s Save game
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ctrl-o Load game
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/ Search for a label or unit
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t Continue interrupted unit move
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z Zoom in
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x Zoom out
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c Reset zoom to default
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ctrl-n Rename unit
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1-7 Show how far currently selected unit can move in that many turns
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l Move to leader unit
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d Describe current unit
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ctrl-g Toggle grid
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S Update shroud now
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D Delay shroud updates
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alt-l Attach a text label to a terrain hex
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ctrl-c Clear labels
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alt-s Show status table
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ctrl-m Toggle muting of game sounds
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ctrl-j Show scenario objectives
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s Show statistics
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alt-u Show unit list
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alt-c View chat log
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: Command mode, see http://www.wesnoth.org/wiki/CommandMode
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For Mac OS X, the Cmd key is used instead of Ctrl, and Opt is used
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instead of Alt.
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ORBS
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On the top of the energy bar shown next to each unit of yours is an orb.
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This orb is:
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* green if you control the unit and it hasn't moved this turn,
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* yellow if you control the unit and it has moved this turn, but could
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still move further or attack,
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* red if you control the unit, but it has used all its movement this turn, or
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* blue if the unit is an ally you do not control.
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Enemy units have no orb on the top of their energy bar.
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DESCRIPTION
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The game takes place over a series of battles, or scenarios. Each
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scenario pits your troops against the troops of one or more adversaries.
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Each side begins with one leader in their keep.
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GOLD
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Each side is given some amount of gold to begin with, and receives 2
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gold pieces per turn, plus 1 more gold piece for every village that side
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controls.
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Each unit also has an upkeep cost. The upkeep cost is generally equal to
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the level of the unit, unless the unit has the Loyal trait (see below).
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Units that are not recalled or recruited - ie. that lead the side or
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join the side voluntarily - usually have the Loyal trait. Upkeep is
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only paid if the total upkeep of a side's units is greater than the
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number of villages that side controls. Upkeep paid is the difference
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between the number of villages and the upkeep cost.
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So, the formula for determining the income per turn is
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2 + villages - maximum(0,upkeep - villages)
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where upkeep is equal to the sum of the levels of all your non-loyal units.
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RECRUITING AND RECALLING
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Units may be recruited with gold, as long as the leader is on a keep,
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and there is at least one vacant castle hex in the castle the leader is
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in. Right-click in the empty hex and select Recruit to recruit new
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units from the list that is presented. The cost to Recruit depends on
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the unit, but is usually between 10 and 20 gold.
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After you complete a scenario, all surviving units will be available to
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you in the next scenario. Right-click and select Recall to recall units
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from previous scenarios. Recalling costs 20 pieces of gold. A Recalled
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unit retains its previous Level, Experience Points, and (sometimes) any
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magic items acquired, but will arrive with full hitpoints.
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You are not able to move or attack with a unit on the turn you recruit
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or recall that unit.
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UNIT SPECIALTIES
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Unit specialties are described under Unit Description in-game.
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TRAITS
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Units have traits which reflect aspects of their character.
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Traits are assigned randomly to units when they are created.
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Most units receive two traits. The possible traits are as follows:
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Strong does 1 extra damage per strike in melee, and has 1 extra hitpoint
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Quick has one extra movement point, but 10% fewer hitpoints
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Resilient increases hitpoints by 10% and adds 3 hitpoints
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Intelligent requires 20% less experience to advance a level (not Trolls)
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There are also some traits that are not assigned randomly:
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Loyal has zero upkeep cost
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Dextrous does 1 extra damage per strike in ranged combat (Elves only)
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Undead immune to poison (Undead only)
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MOVING
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When a unit is clicked on, all the places it can move to on the current
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turn are lit up, while everywhere it can't move is marked in grey. You
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can then click on the hex you want it to move to. Moving onto a village
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that is neutral or owned by an enemy will take ownership of it. If you
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select a destination which is beyond reach in the current turn, the unit
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will enter 'goto-mode' and continue moving towards that destination in
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subsequent turns. You can easily undo goto movements in the beginning
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of your turn; goto can be broken by selecting the unit and choosing a
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new destination.
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You may not move through hexes adjacent to enemy units (their Zone of
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Control) without stopping. However, level 0 units have no Zone of
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Control.
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FIGHTING
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If you move next to an enemy unit, you may attack it. Click on your
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unit that is next to an enemy unit, and click on the enemy you want to
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attack. Every unit has one or more weapons it can attack with. Some
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weapons, such as swords, are melee weapons, and some weapons, such as
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bows, are ranged weapons.
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If you attack with a melee weapon, the enemy you attack will be able to
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strike back at you with its melee weapon. If you attack with a ranged
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weapon, the enemy will be able to attack back with its ranged weapon, if
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it has one.
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Different types of attacks do different amounts of damage, and a certain
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number of strikes may be made with each weapon. For instance, an Elvish
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Fighter does 5 points of damage with its sword every time it hits, and
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can strike 4 blows with the sword in one exchange. This is generally
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written as 5-4, meaning 5 damage per hit, and 4 strikes.
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Every unit has a chance of being hit based on the terrain it is in. For
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instance, units in castles and villages have a lower chance of being
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hit, and Elves in forest have a low chance of being hit. To see a
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unit's defense rating (ie. chance not to be hit) in terrain, click on
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the unit, and then mouse over the terrain you're interested in, and the
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defense rating will be displayed as a percentage value in the status
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pane, as well as shown over the terrain hex.
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ALIGNMENT
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Every unit has an alignment: lawful, neutral, or chaotic. Alignment
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affects how units perform at different times of day. Neutral units are
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unaffected by the time of day. Lawful units do more damage during the
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day and less at night. Chaotic units do more damage at night and less
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during the day.
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The two "day" and "night" phases are differentiated as Morning,
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Afternoon and First Watch, Second Watch, by the positions of the sun and
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moon in the time of day graphic.
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The following table shows the effects of different times of the day on
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the damage dealt by lawful and chaotic units:
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| turn | day-phase | lawful | chaotic |
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| 1 | dawn | - | - |
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| 2 | day (Morning) | +25% | -25% |
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| 3 | day (Afternoon) | +25% | -25% |
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| 4 | dusk | - | - |
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| 5 | night (First Watch) | -25% | +25% |
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| 6 | night (Second Watch) | -25% | +25% |
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For example: consider a fight between a Lawful and a Chaotic unit when
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both have a base damage of 12. At dawn and dusk, both will do 12 points
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of damage if they hit. During Morning or Afternoon, the Lawful unit
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will do (12 * 1.25) or 15 points, while the Chaotic unit will do (12 *
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0.75) or 9 points. During First or Second Watch, the Lawful unit would
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do 9 points compared to the Chaotic unit's 15.
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If an equivalent Neutral unit were fighting, it would always do 12
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points of damage regardless of the time of day.
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HEALING
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Injured units in villages will recover 8 hitpoints every turn. Injured
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units that are adjacent to units with the 'heal' abilities
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will also heal. A unit that does not move or fight during a turn is
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'resting' and will recover an additional 2 hitpoints.
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A unit with the 'heals' ability will heal adjacent allied units at the
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beginning of the healer's turn. Poisoned units will have their poison
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damage stopped by the healer, instead of being healed.
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A unit with the 'cures' ability will remove poison from a unit.
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Usually a unit with 'cures' ability has 'heals' as well, but a unit
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will be cured of poison instead of healed.
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No unit can be healed by more than one thing at a time: the effects are not
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cumulative. (except for 'resting') The most powerful healing method is always
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selected. For example, a unit standing in a village gains no additional
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benefit from a healer standing next to it if the healer does less than
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8 hitpoints healing. A unit standing next to three healers will only use the
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most powerful healer.
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For more information see the in-game help.
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EXPERIENCE
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Units are awarded experience for fighting. After obtaining enough
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experience, they will advance a level and become more powerful. The
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amount of experience gained depends on the level of the enemy unit and
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the outcome of the battle: if a unit kills its opponent, it receives 8
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experience points per level of the enemy (4 if the enemy is level 0),
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while units that survive a battle without killing their opponents are
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awarded 1 experience point per level of the enemy. In other words:
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| enemy level | kill bonus | fighting bonus |
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---------------------------------------------
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| 0 | 4 | 0 |
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| 1 | 8 | 1 |
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| 2 | 16 | 2 |
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| 3 | 24 | 3 |
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| 4 | 32 | 4 |
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| 5 | 40 | 5 |
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| 6 | 48 | 6 |
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MULTIPLAYER
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You can host a multiplayer game with your client or connect to the
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wesnoth game server and setup your game there. If you host a game with
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your client, other players need to be able to connect to port 15000 of
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your computer using TCP. If you are behind a firewall and want to host
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a game, you will probably need to change your firewall settings to allow
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incoming connections to port 15000, and to tell your firewall to forward
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such traffic to the machine hosting the game. You should not need to
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make firewall changes to join games hosted on a public server or by
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someone else.
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Public servers:
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server.wesnoth.org most recent release of the game
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devsrv.wesnoth.org up-to-date SVN version of the game
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Additional servers are listed at http://www.wesnoth.org/wiki/MultiplayerServers
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Setting up a multiplayer game
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Step 1: select multiplayer from main screen and choose to either:
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a) join official server and create game,
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b) join any other server or game hosted by another player,
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c) select to host game on your client,
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d) create a multiplayer game on your own computer as a hotseat game, or
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e) play against the computer.
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Step 2: select map and configure game settings (fog of war, shroud,
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gold per village).
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Step 3: configure players (teams/alliances, starting gold, faction)
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and then wait for all players set to 'network player' to join the
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game. You will see "network player" replaced with their nicknames as
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they join.
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Step 4: click [I'm Ready].
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ADD-ON SERVER
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You can fetch additional add-ons (user made campaigns, eras, etc.) by
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selecting 'Get Add-ons' from the title screen. This will attempt to make a
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TCP connection to port 15003 of the add-on server (campaigns.wesnoth.org)
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so you need to ensure your firewall allows this. The add-ons are contributed
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by users and not all will work properly on the current release of the game --
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check the forums at http://forum.wesnoth.org if you are having problems.
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OTHER RESOURCES
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In-game Help is available in scenarios, press the Help hotkey or select
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Help from the menu. The overall homepage of the project is at
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http://www.wesnoth.org/ and this links to many other pages related to
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the game. Of these, our wiki at http://wiki.wesnoth.org/ contains
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contributed walkthroughs and tips for playing the game, the unit
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advancement tree, information about making your own scenarios and
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campaigns, how to contribute as a developer or a translator, and much
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more. You can also join us to chat on IRC at irc.wesnoth.org in channel
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#wesnoth or join our forum community at http://forum.wesnoth.org/ where
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you can discuss the game with over 4000 forum members. The forums also
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contain a searchable archive of tens of thousands of posts, spanning
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over several years -- an invaluable source of information.
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